Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #805 (isolation #400) » Mon Dec 11, 2017 1:27 pm

Post by TwoInAMillion »

Search to pick up horny helmet
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #806 (isolation #401) » Mon Dec 11, 2017 1:33 pm

Post by TwoInAMillion »

You get 400 gold with your search to raise your gold total to 1900.

You get a DxM for exploring a room.

Exits:
East, South
Original Roll String: 2d146
2 146-Sided Dice: (20, 95) = 115



New Room:
Map Room - Deal: Spend 2 move to choose a room
tile from those remaining. Use that tile the next time
you explore a room.


A Monster Appears!

Fungus - Level 2 - -2 agianst hungry Halflings. The
unpredictable Fungus rolls 2 dice. In the mush room,
it rolls 4 dice! And if it is made Humungous, it also
gets 2 extra dice. Bad Stuff: Hallucinations! You
fire off your scrolls and potions agianst the walls. Show
the other players your hand and discard all scrolls and
potions. Bonus: 2D6 + (2D6?) Smal Contrary Plant.
1 Level 1 Treasure

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #807 (isolation #402) » Mon Dec 11, 2017 1:35 pm

Post by TwoInAMillion »

The monster is red, Assemble gets a dxm.

You are out of range for help.

McMenno
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Fungus
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5
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Post Post #808 (isolation #403) » Mon Dec 11, 2017 1:36 pm

Post by TwoInAMillion »

It is 15 to 4 for McMenno, any interference?
Last edited by TwoInAMillion on Mon Dec 11, 2017 1:44 pm, edited 1 time in total.
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Post Post #811 (isolation #404) » Mon Dec 11, 2017 1:48 pm

Post by TwoInAMillion »

If everyone will be here tonight we could try and fast play.
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Post Post #813 (isolation #405) » Mon Dec 11, 2017 1:54 pm

Post by TwoInAMillion »

McMenno wins and advances to Level 5. He also gets a treasure.

The treasure will be McMenno's 6th card, he will need to get his hand down to 5.
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Post Post #815 (isolation #406) » Tue Dec 12, 2017 6:35 am

Post by TwoInAMillion »

Okay 500 gold. It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #816 (isolation #407) » Tue Dec 12, 2017 6:39 am

Post by TwoInAMillion »

Monster move is Yellow. McMenno gets a dxm.

The Level o Mat has no yellow arrows so monster mob A does not move.

The Hall of Shame has a yellow arrow pointing north but the hidden door prevents monster movement.

McMenno's turn is over. It is now Animorpherv1's move. He has 3 move and gets a dxm for starting his turn.

The DxM deck has been depleted. It will be shuffled and reused.
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Post Post #817 (isolation #408) » Tue Dec 12, 2017 6:51 am

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Elf Class Warrior Special Powers: None Location: Den Of Thieves
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Warrior(class) - You get one extra Health marker. Discard a red Health marker if
you stop being a Warrior. If your combat ends in a tie after the dice are
rolled, you may discard two cards and turn it into a victory. d10 power:
+5 combat bonus. You may make one attempt per combat.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Cheese Grater of Peace - +3 Bonus. Usable by Cleric only. Holy Mace.
1 Hand. 400 Gold Pieces.

Cheat - This card fufills all requirements (hands, Race, Class, sex,
location, possession of other items, etc) on any one Item, letting you use
the Item, or get its full bonus, when you should not be entitled to. You
may also ignore all penalties for carrying that Item. You get all of its
advantages and none of its disadvantages. Put this card with that item.
Discard it when you lose that item.
To be played with the Cheese Grater of Peace.

Slippery Slippers of Sliding - Your move is increased by one. Take one extra move
token. You may ignore any and all effects that require you to spend an extra move
to leave. Magic Footgear. 300 Gold Pieces.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

Sword of Slaying Everything Except Squid +4 Bonus. If you are carrying this sword
(even in your pack)and you encounter a monster with tentacles, you must drop
it. You are at -10 in the ensuing combat. Magic Sword. 1 Hand. 500 Gold Pieces.


McMenno
Level: 5/10 Combat Level: 12 Health: 3/5 Movement: 4/4 Treasure: 2000 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Cleric(class) - Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Magic Item That Dwarves Arbitrarily Dislike - +2 Bonus. Not Usable by Dwarf.
A dwarf who aquires this item can go up a level at any time by jumping up and
down on it. Discard the card. Magic Shiny. 500 Gold Pieces.

Health Club - +2 Bonus. Take an extra health marker. If you lose the club,
or even put it in your Pack, you must discard a health marker, red side up. If
it loses its magic somehow, it remains a perfectly good non-magical +2 club.
Magic Club. 1 Hand. 400 Gold Pieces.

Amulet of fire breathing-grants the power of flame. Magic flaming shiny. 400 gold pieces.


Charles510
Level: 3/10 Combat Level: 11 Health: 3/4 Movement: 3/3 Treasure: 500 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
Cards in play:
Spoiler:
Cleric(class) Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Ugly Stick - +2 Bonus. Holy Club. One Hand. No Value.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

Geeky Glasses - You pay only one move to pass through hidden doors. On your
turn, you may move the Shrieking Geek one room before you move. It will
always ignore you if not attacked. Magic Thingie. 400 Gold Pieces.

Amulet of Dexterity - Gives you one extra Hand. Magic Shiny. -1 Hand. 800
Gold Pieces.
[/area]


Animoprherv1
Level: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Dwarf Class Thief Special Powers: None Location: Armory
Cards in Hand: DXM: 5 Treasure: 0
Cards in play:
Spoiler:
Thief(class) - You pass through locked doors as though they
were regular doors. You get +1 to any search. You may
discard up to two cards before rolling for a search, and take
another +1 for each discard. d10 power: backstab. When you
are not the main player or the helper, roll one die on either
side of a combat in your room or an adjacent one. Declare your
side before you roll! You may make one attempt per combat.

Monster Call - At the end of any monster move, you may spend 100 gold pieces to
make one monster move one room towards you. If more than one room will get it
closer, you may pick which one it moves too. Big Thingie. 600 Gold Pieces.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 gold
pieces.

Sapphire Bane Ring - You roll an extra die against each Blue monster, or an extra
two die against each blue monster that is Fearsome. Magic Shiny. 300 gold pieces.

Curse! One Hand Tied Behind Your Back! - Play at any time. The victim how has
one fewer hand. However, he gets an extra 200 gold pieces for every monster
he kills, or helps to kill, with one hand tied behind his back! on assemble
[/area]



Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.

Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.

Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

Dropped Items:
Horny Helmet +1 Bonus(+3 for Elves). Headgear. 400 Gold Pieces.


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
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Post Post #819 (isolation #409) » Tue Dec 12, 2017 7:10 am

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5
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Post Post #820 (isolation #410) » Tue Dec 12, 2017 7:10 am

Post by TwoInAMillion »

You get 300 gold and a treasure. The room is ransacked.
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Post Post #823 (isolation #411) » Tue Dec 12, 2017 7:29 am

Post by TwoInAMillion »

Okay Ani's turn is over. It is his charity phase. He has 7 cards and must get his hand down to 5.
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Post Post #825 (isolation #412) » Tue Dec 12, 2017 8:30 am

Post by TwoInAMillion »

It is the monster move phase.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #826 (isolation #413) » Tue Dec 12, 2017 8:32 am

Post by TwoInAMillion »

Monster move is blue. Charles gets a DxM.

The Level O Mat has no blue arrows so Mob A does not move.

Hall of Shame has no blue arrows so Mob B does not move.

It is now Charles' turn. He gets a DxM for starting his turn.
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Post Post #829 (isolation #414) » Tue Dec 12, 2017 10:35 am

Post by TwoInAMillion »

You advance to level 4.

Meanwhile, Elsewhere In the Dungeon - Take the most recently discarded
monster and place it in any empty room. Now draw another monster card.

So place the fungus in an empty room.
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Post Post #831 (isolation #415) » Tue Dec 12, 2017 10:57 am

Post by TwoInAMillion »

Lame Goblin - Level 1 - +3 against foolishly sympathetic clerics. You are
at +1 to run away. Move: Can pass through hidden doors as though they
were regular doors. Bad Stuff: He whacks you with his crutch. Lose
a level. Bonus: 1d6 Small Trollkin. 1 Level. 1 Treasure.

You are out of range for help.

You automatically win the fight unless there is interference.

Charles
Original Roll String: 1d6+12 (STATIC)
1 6-Sided Dice: (3)+12 = 15


Goblin
Original Roll String: 1d6+1 (STATIC)
1 6-Sided Dice: (4)+1 = 5


Monster Color
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6
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Post Post #832 (isolation #416) » Tue Dec 12, 2017 10:57 am

Post by TwoInAMillion »

Rerolling due to static.

Charles
Original Roll String: 1d6+12
1 6-Sided Dice: (4)+12 = 16


Goblin
Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7


Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #833 (isolation #417) » Tue Dec 12, 2017 10:59 am

Post by TwoInAMillion »

Monster is Yellow. McMenno gets a DxM.

Does anyone wish to interfere?
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Post Post #837 (isolation #418) » Tue Dec 12, 2017 12:44 pm

Post by TwoInAMillion »

Charles wins and gets a level and a treasure. He is at level 5. It is his 2nd move.
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Post Post #839 (isolation #419) » Tue Dec 12, 2017 2:42 pm

Post by TwoInAMillion »

You explore south. You get a dxm for exploring a room.

Exits:
West, East, South
Original Roll String: 1d146
1 146-Sided Dice: (129) = 129


New Room:
Hall of Mirrors - After this room is placed, draw links normally,
but then every link that is not a wall becomes a hidden door.
Bad: Wizard, Theif

A monster appears!
Crawling Hand - Level 3 - If you give the crawling hand a
wishing ring or 500 gold pieces instead of fighting it, it will
become your little friend. Discard this "payment". It becomes
a small item, giving you an extra hand. It stays with you and
does NOT move as a monster. Other players cannot kill it.
Bad stuff: Undead wedgie! Lose two levels. Tiny Undead.
1 Level. 1 Treasure.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Do you want to pay it or fight it?
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Post Post #840 (isolation #420) » Tue Dec 12, 2017 2:43 pm

Post by TwoInAMillion »

Original Roll String: 2d146
2 146-Sided Dice: (3, 114) = 117
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Post Post #841 (isolation #421) » Tue Dec 12, 2017 2:43 pm

Post by TwoInAMillion »

All links become hidden doors.
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Post Post #843 (isolation #422) » Tue Dec 12, 2017 3:18 pm

Post by TwoInAMillion »

Charles
Original Roll String: 2d6+12
2 6-Sided Dice: (3, 2)+12 = 17


Hand
Original Roll String: 1d6+3
1 6-Sided Dice: (6)+3 = 9


Any interference?
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Post Post #847 (isolation #423) » Wed Dec 13, 2017 8:40 am

Post by TwoInAMillion »

Charles wins and advances to Level 6. It is his 3rd move.
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Post Post #849 (isolation #424) » Wed Dec 13, 2017 10:02 am

Post by TwoInAMillion »

Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #850 (isolation #425) » Wed Dec 13, 2017 10:03 am

Post by TwoInAMillion »

You get 100 gold and a treasure. You have 6 cards so you must get your hand to 5.
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Post Post #852 (isolation #426) » Wed Dec 13, 2017 10:36 am

Post by TwoInAMillion »

You advance to level 7. It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #853 (isolation #427) » Wed Dec 13, 2017 10:40 am

Post by TwoInAMillion »

Monster move is blue. Charles gets a dxm.

The Level O Mat has no blue arrows so mob A does not move.

The Hall of Shame has no blue arrows so mob B does not move.

It is now McMenno's move. He gets a DxM for starting his turn. He has 4 move.
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Post Post #855 (isolation #428) » Thu Dec 14, 2017 5:05 am

Post by TwoInAMillion »

You're not allowed to look unless a card or room text tells you to.
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Post Post #857 (isolation #429) » Thu Dec 14, 2017 7:03 am

Post by TwoInAMillion »

You explore a room. You get a DxM.

Exits
Original Roll String: 3d146
3 146-Sided Dice: (7, 84, 57) = 148


New Room:
Locked Room - After the room is placed, draw links normally, but then
every link that is not a wall becomes a locked door.


A Monster Appears!

Zombees - Level 2 - +6 against wizards - Move: The zombees are so stupid
that even ordinary doors will stop them. They can only move through open
passageways. Bad Stuff: Drop items and/or gold worth at least 700 gold
pieces, or everything that you have. Bonus: 1d6 Tiny Undead Flying Bugs.
1 Level. 1 Treasure.

You are out of range for help.

McMenno
Original Roll String: 2d6+12
2 6-Sided Dice: (5, 2)+12 = 19


Zombees
Original Roll String: 1d6+2
1 6-Sided Dice: (5)+2 = 7



You automatically win unless there is interference. Any interference?
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Post Post #858 (isolation #430) » Thu Dec 14, 2017 7:04 am

Post by TwoInAMillion »

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


All exits become locked doors.
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Post Post #859 (isolation #431) » Thu Dec 14, 2017 7:05 am

Post by TwoInAMillion »

The Monster is green, ani gets a dxm.
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Post Post #862 (isolation #432) » Thu Dec 14, 2017 9:04 am

Post by TwoInAMillion »

Leperchaun - Level 4 - +5 against squemish Elves. While the
leperchaun is in the dungeon, all munchkins have -1 on every
dice roll they make, except when they roll for monsters in
combat. Bad Stuff: Discard one magic item. Small Undead.
1 Level. 2 Treasures.

McMenno
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Leperchaun
Original Roll String: 1d6+4
1 6-Sided Dice: (4)+4 = 8
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Post Post #863 (isolation #433) » Thu Dec 14, 2017 9:04 am

Post by TwoInAMillion »

McMenno still winning, 26 to 15.
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Post Post #864 (isolation #434) » Thu Dec 14, 2017 11:38 am

Post by TwoInAMillion »

pass or play again pls.
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Post Post #868 (isolation #435) » Thu Dec 14, 2017 4:34 pm

Post by TwoInAMillion »

The Shadow Nose is not in the discard pile, it's in the Level O Mat.
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Post Post #870 (isolation #436) » Thu Dec 14, 2017 4:38 pm

Post by TwoInAMillion »

Floating Nose: Level 10. You can bribe the Floating Nose with 200 gold pieces,
or an item worth at least that much, and it will ignore you for this turn.
Bribes are added to its treasures. Bad stuff: Discard 500 gold pieces worth
of Items and/or gold, or everything you have. Bonus: 1d6. Tentacled
Flying Horror. 1 Level. 3 Treasures.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #871 (isolation #437) » Thu Dec 14, 2017 4:38 pm

Post by TwoInAMillion »

26 to 23 McMenno.
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Post Post #872 (isolation #438) » Thu Dec 14, 2017 4:39 pm

Post by TwoInAMillion »

Unless you want to bribe it.
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Post Post #875 (isolation #439) » Fri Dec 15, 2017 4:52 am

Post by TwoInAMillion »

That makes it 26 to 13 McMenno. Interference?
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Post Post #879 (isolation #440) » Fri Dec 15, 2017 9:17 am

Post by TwoInAMillion »

Okay, McMenno wins and gets a level(Level 6) and 2 treasure. He has two move left.
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Post Post #882 (isolation #441) » Fri Dec 15, 2017 4:10 pm

Post by TwoInAMillion »

McMenno goes up to Level 7, and gets 700 gold from his two searches.

It is McMenno's charity phase. He has 10 cards and he must get his hand
down to 5.
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Post Post #884 (isolation #442) » Sat Dec 16, 2017 11:27 am

Post by TwoInAMillion »

Okay McMenno is at level 8.

Monster move
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #885 (isolation #443) » Sat Dec 16, 2017 11:32 am

Post by TwoInAMillion »

The monster move is green, ani gets a DxM.

The level O mat has a green arrow pointing west but there is no room west.

The Hall of Shame has no green arrows.

It is now Animorpherv1's turn. He has 3 move and gets a dxm for starting his turn.
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Post Post #886 (isolation #444) » Sat Dec 16, 2017 11:41 am

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Male Race: Elf Class Warrior Special Powers: None Location: Den Of Thieves
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Warrior(class) - You get one extra Health marker. Discard a red Health marker if
you stop being a Warrior. If your combat ends in a tie after the dice are
rolled, you may discard two cards and turn it into a victory. d10 power:
+5 combat bonus. You may make one attempt per combat.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Cheese Grater of Peace - +3 Bonus. Usable by Cleric only. Holy Mace.
1 Hand. 400 Gold Pieces.

Cheat - This card fufills all requirements (hands, Race, Class, sex,
location, possession of other items, etc) on any one Item, letting you use
the Item, or get its full bonus, when you should not be entitled to. You
may also ignore all penalties for carrying that Item. You get all of its
advantages and none of its disadvantages. Put this card with that item.
Discard it when you lose that item.
To be played with the Cheese Grater of Peace.

Slippery Slippers of Sliding - Your move is increased by one. Take one extra move
token. You may ignore any and all effects that require you to spend an extra move
to leave. Magic Footgear. 300 Gold Pieces.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

Sword of Slaying Everything Except Squid +4 Bonus. If you are carrying this sword
(even in your pack)and you encounter a monster with tentacles, you must drop
it. You are at -10 in the ensuing combat. Magic Sword. 1 Hand. 500 Gold Pieces.


McMenno
Level: 8/10 Combat Level: 15 Health: 5/5 Movement: 4/4 Treasure: 1900 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Cleric(class) - Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Magic Item That Dwarves Arbitrarily Dislike - +2 Bonus. Not Usable by Dwarf.
A dwarf who aquires this item can go up a level at any time by jumping up and
down on it. Discard the card. Magic Shiny. 500 Gold Pieces.

Health Club - +2 Bonus. Take an extra health marker. If you lose the club,
or even put it in your Pack, you must discard a health marker, red side up. If
it loses its magic somehow, it remains a perfectly good non-magical +2 club.
Magic Club. 1 Hand. 400 Gold Pieces.


Charles510
Level: 6/10 Combat Level: 14 Health: 3/4 Movement: 3/3 Treasure: 600 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
Cards in play:
Spoiler:
Cleric(class) Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Ugly Stick - +2 Bonus. Holy Club. One Hand. No Value.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

Geeky Glasses - You pay only one move to pass through hidden doors. On your
turn, you may move the Shrieking Geek one room before you move. It will
always ignore you if not attacked. Magic Thingie. 400 Gold Pieces.

Amulet of Dexterity - Gives you one extra Hand. Magic Shiny. -1 Hand. 800
Gold Pieces.
[/area]


Animoprherv1
Level: 2/10 Combat Level: 2 Health: 4/4 Movement: 3/3 Treasure: 300 Run Away: 0 Search: +1

Gender: Male Race: Dwarf Class Thief Special Powers: None Location: Armory
Cards in Hand: DXM: 5 Treasure: 0
Cards in play:
Spoiler:
Thief(class) - You pass through locked doors as though they
were regular doors. You get +1 to any search. You may
discard up to two cards before rolling for a search, and take
another +1 for each discard. d10 power: backstab. When you
are not the main player or the helper, roll one die on either
side of a combat in your room or an adjacent one. Declare your
side before you roll! You may make one attempt per combat.

Monster Call - At the end of any monster move, you may spend 100 gold pieces to
make one monster move one room towards you. If more than one room will get it
closer, you may pick which one it moves too. Big Thingie. 600 Gold Pieces.
(Pack) Lesser Potion of Insubstantiability - Use at any time. Until the beginning of your next
turn, the target monster or munchkin may pass through any door as though it were
an open passageway. Usable once only. Throwable Magic Potion. 400 gold
pieces.

Sapphire Bane Ring - You roll an extra die against each Blue monster, or an extra
two die against each blue monster that is Fearsome. Magic Shiny. 300 gold pieces.

Curse! One Hand Tied Behind Your Back! - Play at any time. The victim how has
one fewer hand. However, he gets an extra 200 gold pieces for every monster
he kills, or helps to kill, with one hand tied behind his back! on assemble
[/area]



Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.

Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.

Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

Dropped Items:
Horny Helmet +1 Bonus(+3 for Elves). Headgear. 400 Gold Pieces.


Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
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Post Post #888 (isolation #445) » Sat Dec 16, 2017 3:20 pm

Post by TwoInAMillion »

You use your thief ability to move through the locked door as a regular door. You get a DxM for exploring a room.

Exits
West, East, South
Original Roll String: 3d146
3 146-Sided Dice: (20, 105, 124) = 249


Room
Hospital - Bonus: Clerics You may restore health here by spending 100 gold
each. This requires no move.

A Monster Appears!
Flying Frogs - Level 2 - +3 against dwarves, for no particular reason except
the GM is grumpy. You are at -2 to run away. Bad Stuff: They bite! Lose
A Level. Bonus: 1d6. Small Fast Slimy Flying Vermin. 1 Level 1 Treasure.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


You are out of range for help.

Animorpherv1
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6


Frogs
Original Roll String: 1d6+5
1 6-Sided Dice: (6)+5 = 11


Any interference?
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Post Post #889 (isolation #446) » Sat Dec 16, 2017 3:20 pm

Post by TwoInAMillion »

All exits are open passageways. The Monster is orange, no one gets a dxm. It is 8 to 6 for the Frogs.
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Post Post #892 (isolation #447) » Sat Dec 16, 2017 4:26 pm

Post by TwoInAMillion »

You could stop being a dwarf if you wanted...
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Post Post #896 (isolation #448) » Sun Dec 17, 2017 5:02 pm

Post by TwoInAMillion »

Okay any more interference, he is winning by one now.
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Post Post #900 (isolation #449) » Mon Dec 18, 2017 6:46 am

Post by TwoInAMillion »

Ani wins and gets a level(3) and a treasure. It is his final move.
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Post Post #902 (isolation #450) » Mon Dec 18, 2017 6:55 am

Post by TwoInAMillion »

Snickersnee - +2 Bonus. Automatically defeats Scary Clowns.
Monstrous Sword. 1 Hand. 300 Gold Pieces.

Search
Original Roll String: 2d6
2 6-Sided Dice: (2, 6) = 8
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Post Post #903 (isolation #451) » Mon Dec 18, 2017 6:57 am

Post by TwoInAMillion »

Sorry should have been 1d6, you get the 5+1 for Thief =6. That's 300 gold and a treasure, it's the end of your turn and your charity phase. You have 10 cards and need to get your hand down to 5.
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Post Post #904 (isolation #452) » Thu Dec 21, 2017 4:37 am

Post by TwoInAMillion »

I have prodded Ani and will give him two more days to reply before removing him. Too late in the game to look for a replacement I think.
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Post Post #905 (isolation #453) » Thu Dec 21, 2017 4:57 am

Post by TwoInAMillion »

Or maybe I should wait since it is close to christmas and people may need a break.
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Post Post #906 (isolation #454) » Tue Dec 26, 2017 6:23 am

Post by TwoInAMillion »

Ani has dropped from the game due to illness, rather than replace him we will play with 3 players.
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Post Post #907 (isolation #455) » Tue Dec 26, 2017 6:23 am

Post by TwoInAMillion »

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #908 (isolation #456) » Tue Dec 26, 2017 6:33 am

Post by TwoInAMillion »

Monster move is orange. McMenno gets a DxM.

The Level O Mat has an orange arrow pointing west but there is no room west.

The hall of shame has an orange arrow pointing east. The monster mob moves into the Den Of Thieves. The Den Of Thieves
has no orange arrows so the monster move ends.

It is now assemble's turn. He gets a DxM for starting his turn. He has two move. Combat with the monster mob will begin as soon as his turn begins.
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Post Post #910 (isolation #457) » Wed Dec 27, 2017 4:58 am

Post by TwoInAMillion »

The monster mob moves into the treasure vault.
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Post Post #913 (isolation #458) » Wed Dec 27, 2017 5:14 am

Post by TwoInAMillion »

McMenno cancels the curse.
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Post Post #916 (isolation #459) » Wed Dec 27, 2017 9:22 am

Post by TwoInAMillion »

You aren't going to have enough to win no point in throwing the dice.

Now to run away:

Frost Giant
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Undead Horse
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Flytrap
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


King Tut
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Over Bear
[dice[1d6[/dice]

Plushy Skull
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Tentacle Demon
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #917 (isolation #460) » Wed Dec 27, 2017 9:22 am

Post by TwoInAMillion »

Over Bear
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #918 (isolation #461) » Wed Dec 27, 2017 9:23 am

Post by TwoInAMillion »

You die from running out of hit points. Any interference?
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Post Post #920 (isolation #462) » Wed Dec 27, 2017 11:13 am

Post by TwoInAMillion »

You can discard one card to subtract one from a run away roll, up to 3.
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Post Post #921 (isolation #463) » Wed Dec 27, 2017 11:15 am

Post by TwoInAMillion »

It's possible you could avoid death, but not easy.
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Post Post #924 (isolation #464) » Thu Dec 28, 2017 9:40 am

Post by TwoInAMillion »

Okay, that means you take 2 hits(to 3) and are now female with -5 to your next combat. Where are you running too?
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Post Post #926 (isolation #465) » Thu Dec 28, 2017 11:41 am

Post by TwoInAMillion »

Okay you now have two moves.
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Post Post #929 (isolation #466) » Mon Jan 01, 2018 9:07 am

Post by TwoInAMillion »

Sorry I've been a little busy.
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Post Post #930 (isolation #467) » Mon Jan 01, 2018 9:09 am

Post by TwoInAMillion »

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #931 (isolation #468) » Mon Jan 01, 2018 9:16 am

Post by TwoInAMillion »

Monster Move is red, Assemble gets a DxM.


The Treasure Vault has no red arrows so the monster mob does not move.

The Level O Mat has a red arrow going south so the monster mob goes into the armory. The armory has a red arrow pointing east so the mob moves through the Entrance and into the War Room. The War Room has a red arrow pointing north but the is a wall at the north exit preventing monster movement.

It is now Charles' turn. He gets a DxM for starting his turn. He has 3 move.
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Post Post #932 (isolation #469) » Mon Jan 01, 2018 9:21 am

Post by TwoInAMillion »

Assemblerotws
Level: 1/10 Combat Level: 8 Health: 5/5 Movement: 4/4 Treasure: 300 Run Away: 0 Search: 0

Gender: Female(Sex Changed) Race: Elf Class Warrior Special Powers: None Location: Den Of Thieves
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Warrior(class) - You get one extra Health marker. Discard a red Health marker if
you stop being a Warrior. If your combat ends in a tie after the dice are
rolled, you may discard two cards and turn it into a victory. d10 power:
+5 combat bonus. You may make one attempt per combat.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Cheese Grater of Peace - +3 Bonus. Usable by Cleric only. Holy Mace.
1 Hand. 400 Gold Pieces.

Cheat - This card fufills all requirements (hands, Race, Class, sex,
location, possession of other items, etc) on any one Item, letting you use
the Item, or get its full bonus, when you should not be entitled to. You
may also ignore all penalties for carrying that Item. You get all of its
advantages and none of its disadvantages. Put this card with that item.
Discard it when you lose that item.
To be played with the Cheese Grater of Peace.

Slippery Slippers of Sliding - Your move is increased by one. Take one extra move
token. You may ignore any and all effects that require you to spend an extra move
to leave. Magic Footgear. 300 Gold Pieces.

Emerald Bane Ring You roll an extra die against each green monster, or two dice
extra against each green monster that is fearsome.

Sword of Slaying Everything Except Squid +4 Bonus. If you are carrying this sword
(even in your pack)and you encounter a monster with tentacles, you must drop
it. You are at -10 in the ensuing combat. Magic Sword. 1 Hand. 500 Gold Pieces.


McMenno
Level: 8/10 Combat Level: 12 Health: 3/5 Movement: 4/4 Treasure: 2000 Run Away: +2 Search: +1

Gender: Female(Sex Changed) Race: Halfling Class Cleric Special Powers: None Location: Treasure Vault
Cards in Hand: DXM: 3 Treasure: 1
Cards in play:
Spoiler:
Cleric(class) - Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

Magic Item That Dwarves Arbitrarily Dislike - +2 Bonus. Not Usable by Dwarf.
A dwarf who aquires this item can go up a level at any time by jumping up and
down on it. Discard the card. Magic Shiny. 500 Gold Pieces.

Health Club - +2 Bonus. Take an extra health marker. If you lose the club,
or even put it in your Pack, you must discard a health marker, red side up. If
it loses its magic somehow, it remains a perfectly good non-magical +2 club.
Magic Club. 1 Hand. 400 Gold Pieces.

Amulet of fire breathing-grants the power of flame. Magic flaming shiny. 400 gold pieces.


Charles510
Level: 7/10 Combat Level: 15 Health: 3/4 Movement: 3/3 Treasure: 500 Run Away: 0 Search: +1

Gender: Male Race: Halfling Class Cleric Special Powers: None Location: Torture Chamber
Cards in Hand: DXM: 2 Treasure: 0
Cards in play:
Spoiler:
Cleric(class) Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.

Ugly Stick - +2 Bonus. Holy Club. One Hand. No Value.

Minthril Armor +3 Bonus. Not Usable by Wizard. Big Armor. 600 gold pieces

Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.

Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.

Geeky Glasses - You pay only one move to pass through hidden doors. On your
turn, you may move the Shrieking Geek one room before you move. It will
always ignore you if not attacked. Magic Thingie. 400 Gold Pieces.

Amulet of Dexterity - Gives you one extra Hand. Magic Shiny. -1 Hand. 800
Gold Pieces.
[/area]

Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Hall of Shame - Lose a level if you lose a combat here.
Kennels - If a monster above Level 5 appears here, it counts as Level 5 for this combat, and gives only one Level and one Treasure, but its other stats are unchanged. If it survives the combat, it regains its normal stats
Mud Room - No Search. Drop your footgear if you
end your move here.

Monsters:
Squidzilla(green) - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures

Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.

Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.

Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.

Frost Giants(yellow) - Level 11 - Flaming attacks cannot harm him.
Bad Stuff: Discard all flaming items. They are quenched
and destroyed. Bonus: 1d6. Huge Construct Giant. 1 Level.
3 Treasures.

Poison Ivy Kudzu Flytrap(green) - Level 10 - Move: If the Flytrap is in the same
room with a Bug after any move, the flytrap eats the Bug. Remove the
Bug standie and put its card under the flytrap. The Flytrap gets to
roll an extra die for every bug it has eaten. Bad Stuff: Frantic scratching. Drop the armor and
headgear you are wearing. Bonus: 1d6 Plant. 1 Level. 3 Treasures.

King Tut(Yellow) - Level 18 - Ignores anyone of level 2 or below. Flaming attacks count double against king tut.
Move: King Tut can pass through locked doors as though they were regular doors. Bad Stuff:
Take a hit of damage and a level! Fearsome Undead. Bonus: 2d6 2 Levels. 4 Treasures.

Tentacle Demon(purple) - Level 15. Ignores anyone of Level 2 or below. +2 against Clerics.
Bad Stuff: Take a hit of damage and drop one small item. If you have no small items,
taker two hits. Bonus: 2d6 Fearsome Tentacled Demon. 2 Levels. 4 Treasures.

Dropped Items:
Horny Helmet +1 Bonus(+3 for Elves). Headgear. 400 Gold Pieces.


Turn Order:
1. Charles
2. McMenno
3. Assemble
[/color]
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Post Post #936 (isolation #470) » Thu Jan 04, 2018 3:54 pm

Post by TwoInAMillion »

You get 400 gold from searching. You get a DxM for exploring a room.

Exits(South)
Original Roll String: 1d146
1 146-Sided Dice: (64) = 64


New Room:
Magnetic Room - Bad: Theif, Warrior Drop one weapon if you end your turn here.

A Monster Appears!
Maul Rat - Level 2. +2 against Clerics. Holy Items count double against Maul Rat.
Bad Stuff: She whacks you. Lose a level. Bonus: 1d6 Small Demon. 1 Level.
1 Treasure.

You are out of range for help.

Charles
Original Roll String: 1d6+16
1 6-Sided Dice: (4)+16 = 20


Maul Rat
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6


Any interference?
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Post Post #937 (isolation #471) » Thu Jan 04, 2018 3:58 pm

Post by TwoInAMillion »

The south exit is an open doorway.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #938 (isolation #472) » Thu Jan 04, 2018 3:59 pm

Post by TwoInAMillion »

The Maul Rat is Yellow. McMenno gets a DxM.
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